#Importing from blender issues

26 messages · Page 1 of 1 (latest)

edgy heron
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so when I UV unwrap in blender and export as obj with MTL, then import into blender, I notice several problems:
1-on importing, my single mesh is split into three. This can be fixed by merging, but its an extra step
2-When looking at the face UVs, they are correctly unwrapped, but when I assign the texture to the face UVs, suddendly the UV island turns tiny and needs to be readjusted manually.

tepid trenchBOT
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edgy heron
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First pic is when importing, and this one is after assigning the texture. The face displays correctly, but the UV island is much smaller now.

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When I click on the UV island it looks like it updates and breaks whats displayed on the model

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On the other hand there's a body texture whose correct UV layout is preserved. I won't show it as it contains nudity though.

edgy heron
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when I try to import the MTL alongside the OBJ, it messes up and shows this

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that is, if the girlface.png sprite was not present in the project already

edgy heron
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I dont understand this stuff about pixel density or UV sizes yet

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i think im also messing up scales

fading surge
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how did you even import in the first place? Did you import animations along with this?

terse jewel
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Try triangulating your faces before exporting

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If you think this is a bug however report in #bb-feedback-archive

edgy heron
fading surge
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thanks!

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I'm writing a script right now to convert the animations

edgy heron
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and if I set the UV size to 128x128 it more or less gets the size okay 🤔

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But the sprite is 50x50. IDK how to find the correct relationship other than by trial and error

narrow tulip
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Is there a resolution or something while in blender?

edgy heron
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I don't think UVs work like that in Blender.

edgy heron
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When I make a new project and set texture size to 1, import the model with a scale of 1, and set the texture to a UV size of 1x1, it seems like it gets the map kind of okay.

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But then I get these high numbers. I wonder if it means anything bad

narrow tulip
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the (# x) means if you apply a texture to a 16 unit wide plane with current uv size, the plane will display 800 pixel